/**
 * <copyright>
 * </copyright>
 *
 * $Id$
 */
package warmachinesystem.util;

import org.eclipse.emf.common.notify.Adapter;
import org.eclipse.emf.common.notify.Notifier;

import org.eclipse.emf.common.notify.impl.AdapterFactoryImpl;

import org.eclipse.emf.ecore.EObject;

import warmachinesystem.*;
import warmachinesystem.ArmyList;
import warmachinesystem.BaseUnit;
import warmachinesystem.Solo;
import warmachinesystem.SpecialRule;
import warmachinesystem.Unit;
import warmachinesystem.UnitAttachment;
import warmachinesystem.UnitRule;
import warmachinesystem.Warcaster;
import warmachinesystem.Warjack;
import warmachinesystem.WarmachineSystemPackage;

/**
 * <!-- begin-user-doc -->
 * The <b>Adapter Factory</b> for the model.
 * It provides an adapter <code>createXXX</code> method for each class of the model.
 * <!-- end-user-doc -->
 * @see warmachinesystem.WarmachineSystemPackage
 * @generated
 */
public class WarmachineSystemAdapterFactory extends AdapterFactoryImpl {
	/**
	 * The cached model package.
	 * <!-- begin-user-doc -->
	 * <!-- end-user-doc -->
	 * @generated
	 */
	protected static WarmachineSystemPackage modelPackage;

	/**
	 * Creates an instance of the adapter factory.
	 * <!-- begin-user-doc -->
	 * <!-- end-user-doc -->
	 * @generated
	 */
	public WarmachineSystemAdapterFactory() {
		if (modelPackage == null) {
			modelPackage = WarmachineSystemPackage.eINSTANCE;
		}
	}

	/**
	 * Returns whether this factory is applicable for the type of the object.
	 * <!-- begin-user-doc -->
	 * This implementation returns <code>true</code> if the object is either the model's package or is an instance object of the model.
	 * <!-- end-user-doc -->
	 * @return whether this factory is applicable for the type of the object.
	 * @generated
	 */
	@Override
	public boolean isFactoryForType(Object object) {
		if (object == modelPackage) {
			return true;
		}
		if (object instanceof EObject) {
			return ((EObject)object).eClass().getEPackage() == modelPackage;
		}
		return false;
	}

	/**
	 * The switch that delegates to the <code>createXXX</code> methods.
	 * <!-- begin-user-doc -->
	 * <!-- end-user-doc -->
	 * @generated
	 */
	protected WarmachineSystemSwitch<Adapter> modelSwitch =
		new WarmachineSystemSwitch<Adapter>() {
			@Override
			public Adapter caseGameSystem(GameSystem object) {
				return createGameSystemAdapter();
			}
			@Override
			public Adapter caseArmyList(ArmyList object) {
				return createArmyListAdapter();
			}
			@Override
			public Adapter caseBaseUnit(BaseUnit object) {
				return createBaseUnitAdapter();
			}
			@Override
			public Adapter caseWarcaster(Warcaster object) {
				return createWarcasterAdapter();
			}
			@Override
			public Adapter caseWarjack(Warjack object) {
				return createWarjackAdapter();
			}
			@Override
			public Adapter caseUnit(Unit object) {
				return createUnitAdapter();
			}
			@Override
			public Adapter caseSolo(Solo object) {
				return createSoloAdapter();
			}
			@Override
			public Adapter caseUnitAttachment(UnitAttachment object) {
				return createUnitAttachmentAdapter();
			}
			@Override
			public Adapter caseSpecialRule(SpecialRule object) {
				return createSpecialRuleAdapter();
			}
			@Override
			public Adapter caseUnitRule(UnitRule object) {
				return createUnitRuleAdapter();
			}
			@Override
			public Adapter defaultCase(EObject object) {
				return createEObjectAdapter();
			}
		};

	/**
	 * Creates an adapter for the <code>target</code>.
	 * <!-- begin-user-doc -->
	 * <!-- end-user-doc -->
	 * @param target the object to adapt.
	 * @return the adapter for the <code>target</code>.
	 * @generated
	 */
	@Override
	public Adapter createAdapter(Notifier target) {
		return modelSwitch.doSwitch((EObject)target);
	}


	/**
	 * Creates a new adapter for an object of class '{@link warmachinesystem.GameSystem <em>Game System</em>}'.
	 * <!-- begin-user-doc -->
	 * This default implementation returns null so that we can easily ignore cases;
	 * it's useful to ignore a case when inheritance will catch all the cases anyway.
	 * <!-- end-user-doc -->
	 * @return the new adapter.
	 * @see warmachinesystem.GameSystem
	 * @generated
	 */
	public Adapter createGameSystemAdapter() {
		return null;
	}

	/**
	 * Creates a new adapter for an object of class '{@link warmachinesystem.ArmyList <em>Army List</em>}'.
	 * <!-- begin-user-doc -->
	 * This default implementation returns null so that we can easily ignore cases;
	 * it's useful to ignore a case when inheritance will catch all the cases anyway.
	 * <!-- end-user-doc -->
	 * @return the new adapter.
	 * @see warmachinesystem.ArmyList
	 * @generated
	 */
	public Adapter createArmyListAdapter() {
		return null;
	}

	/**
	 * Creates a new adapter for an object of class '{@link warmachinesystem.BaseUnit <em>Base Unit</em>}'.
	 * <!-- begin-user-doc -->
	 * This default implementation returns null so that we can easily ignore cases;
	 * it's useful to ignore a case when inheritance will catch all the cases anyway.
	 * <!-- end-user-doc -->
	 * @return the new adapter.
	 * @see warmachinesystem.BaseUnit
	 * @generated
	 */
	public Adapter createBaseUnitAdapter() {
		return null;
	}

	/**
	 * Creates a new adapter for an object of class '{@link warmachinesystem.Warcaster <em>Warcaster</em>}'.
	 * <!-- begin-user-doc -->
	 * This default implementation returns null so that we can easily ignore cases;
	 * it's useful to ignore a case when inheritance will catch all the cases anyway.
	 * <!-- end-user-doc -->
	 * @return the new adapter.
	 * @see warmachinesystem.Warcaster
	 * @generated
	 */
	public Adapter createWarcasterAdapter() {
		return null;
	}

	/**
	 * Creates a new adapter for an object of class '{@link warmachinesystem.Warjack <em>Warjack</em>}'.
	 * <!-- begin-user-doc -->
	 * This default implementation returns null so that we can easily ignore cases;
	 * it's useful to ignore a case when inheritance will catch all the cases anyway.
	 * <!-- end-user-doc -->
	 * @return the new adapter.
	 * @see warmachinesystem.Warjack
	 * @generated
	 */
	public Adapter createWarjackAdapter() {
		return null;
	}

	/**
	 * Creates a new adapter for an object of class '{@link warmachinesystem.Unit <em>Unit</em>}'.
	 * <!-- begin-user-doc -->
	 * This default implementation returns null so that we can easily ignore cases;
	 * it's useful to ignore a case when inheritance will catch all the cases anyway.
	 * <!-- end-user-doc -->
	 * @return the new adapter.
	 * @see warmachinesystem.Unit
	 * @generated
	 */
	public Adapter createUnitAdapter() {
		return null;
	}

	/**
	 * Creates a new adapter for an object of class '{@link warmachinesystem.Solo <em>Solo</em>}'.
	 * <!-- begin-user-doc -->
	 * This default implementation returns null so that we can easily ignore cases;
	 * it's useful to ignore a case when inheritance will catch all the cases anyway.
	 * <!-- end-user-doc -->
	 * @return the new adapter.
	 * @see warmachinesystem.Solo
	 * @generated
	 */
	public Adapter createSoloAdapter() {
		return null;
	}

	/**
	 * Creates a new adapter for an object of class '{@link warmachinesystem.UnitAttachment <em>Unit Attachment</em>}'.
	 * <!-- begin-user-doc -->
	 * This default implementation returns null so that we can easily ignore cases;
	 * it's useful to ignore a case when inheritance will catch all the cases anyway.
	 * <!-- end-user-doc -->
	 * @return the new adapter.
	 * @see warmachinesystem.UnitAttachment
	 * @generated
	 */
	public Adapter createUnitAttachmentAdapter() {
		return null;
	}

	/**
	 * Creates a new adapter for an object of class '{@link warmachinesystem.SpecialRule <em>Special Rule</em>}'.
	 * <!-- begin-user-doc -->
	 * This default implementation returns null so that we can easily ignore cases;
	 * it's useful to ignore a case when inheritance will catch all the cases anyway.
	 * <!-- end-user-doc -->
	 * @return the new adapter.
	 * @see warmachinesystem.SpecialRule
	 * @generated
	 */
	public Adapter createSpecialRuleAdapter() {
		return null;
	}

	/**
	 * Creates a new adapter for an object of class '{@link warmachinesystem.UnitRule <em>Unit Rule</em>}'.
	 * <!-- begin-user-doc -->
	 * This default implementation returns null so that we can easily ignore cases;
	 * it's useful to ignore a case when inheritance will catch all the cases anyway.
	 * <!-- end-user-doc -->
	 * @return the new adapter.
	 * @see warmachinesystem.UnitRule
	 * @generated
	 */
	public Adapter createUnitRuleAdapter() {
		return null;
	}

	/**
	 * Creates a new adapter for the default case.
	 * <!-- begin-user-doc -->
	 * This default implementation returns null.
	 * <!-- end-user-doc -->
	 * @return the new adapter.
	 * @generated
	 */
	public Adapter createEObjectAdapter() {
		return null;
	}

} //WarmachineSystemAdapterFactory
